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Fighters draw [[#"Power"|Power]] from the Primal energy within themselves, pushing their minds and bodies to the absolute limit in the midst of combat. Their mastery of maneuver usage and general martial combat effectiveness make them a premiere melee or ranged warrior with a very active playstyle. Fighter [[#Archetypes|Archetypes]] enhances the basic warrior with unique maneuvers and a focus on reliable damage, tanking, or support roles.
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:
 
:Maximizing '''Strength''' or '''Dexterity''' is recommended for attacking with weapons and using most [[#General Mechanics Information|Maneuvers]] like Knockdown. It also provides bonuses to your Fortitude or Reflex save.
Fighters draw Power from the Primal energy within themselves, pushing their minds and bodies to the absolute limit in the midst of combat. Their mastery of maneuver usage and general martial combat effectiveness make them a premiere melee or ranged warrior with a very active playstyle. Fighter Archetypes enhances the basic warrior with unique maneuvers and a focus on reliable damage, tanking, or support roles.
 
:Maximizing '''Strength''' or '''Dexterity''' is recommended for attacking with weapons and using most [[General Mechanics Information#Maneuvers|Maneuvers]] like Knockdown. It also provides bonuses to your Fortitude or Reflex save.
:'''Dexterity''' allows you to maximize Armor Class from light/medium armors and improves your Reflex save.
:'''Dexterity''' allows you to maximize Armor Class from light/medium armors and improves your Reflex save.
:'''Constitution''' increases your survivability in raw hit points and contributing to your Fortitude save.  
:'''Constitution''' increases your survivability in raw hit points and contributing to your Fortitude save.
:'''Intelligence''' contributes to your maximum [[#General Mechanics Information|Maneuver]] pool and Reflex save.
:'''Intelligence''' contributes to your maximum Maneuver pool and Reflex save.
:'''Wisdom''' contributes to your Will save.
:'''Wisdom''' contributes to your Will save.
:'''Charisma''' contributes to your Will save and support [[#General Mechanics Information|Maneuvers]] such as "Commander Strike".
:'''Charisma''' contributes to your Will save and support Maneuvers such as "Commander Strike".
 


== Vitals ==
== Vitals ==
:'''Hit Points per level''': 10
:'''Hit Die''': d10 (10 HP per Level)
:'''Proficiencies''': Armor (Light,Medium, Heavy), Shields, Weapons (Simple, Martial)
:'''Proficiencies''': Armor (All), Shields, Weapons (Simple, Martial)
:'''Skill Points per level''': 6
:'''Skill Points per Level''': 6
:'''Skills''': All
:'''Primary Saving Throw(s)''': Fortitude
:'''Primary Saving Throw(s)''': Fortitude


{| class="wikitable"
{| class="wikitable"
|+
! Level !! Features
|-
|-
|'''Level'''
| 1 || [[#Maneuver: Knockdown|Maneuver: Knockdown]], [[#Simple Weapon Mastery|Simple Weapon Mastery]]
|'''Feature'''
|-
|-
|1
| 2 || [[#Bonus Feats|Bonus Feat]]
|[[#Mass Maneuvers|Mass Maneuvers]], [[#Simple_Weapon_Mastery|Simple Weapon Mastery]]
|-
|-
|2
| 3 || [[#Action Surge|Action Surge]], [[#Battle Master|Battle Master I]], [[#Hard Target|Hard Target]], [[#Second Wind|Second Wind]]
|[[#Bonus Feats|Bonus Feat]]
|-
|-
|3
| 4 || [[#Archetypes|Archetype Feature I]], [[#Bonus Feats|Bonus Feat]]
|[[#Hard Target|Hard Target I]], [[#Battle Master|Battle Master I]]
|-
|-
|4
| 5 || [[#Battle Master|Battle Master II]], [[#Precision|Precision I]]
|[[#Archetypes|Archetype Feature I]], [[#Bonus Feats|Bonus Feat]]
|-
|-
|5
| 6 || [[#Bonus Feats|Bonus Feat]]
|[[#Hard Target|Hard Target II]], [[#Precision|Precision I]]
|-
|-
|6
| 7 || [[#Archetypes|Archetype Feature II]], [[#Battle Master|Battle Master III]]
|[[#Bonus Feats|Bonus Feat]], [[#Battle Master|Battle Master II]]
|-
|-
|7
| 8 || [[#Bonus Feats|Bonus Feat]]
|[[#Archetypes|Archetype Feature II]], [[#Hard Target|Hard Target III]]
|-
|-
|8
| 9 || [[#Battle Master|Battle Master IV]]
|[[#Bonus Feats|Bonus Feat]], [[#Battle Master|Battle Master III]]
|-
|-
|9
| 10 || [[#Archetypes|Archetype Feature III]], [[#Bonus Feats|Bonus Feat]], [[#Precision|Precision II]]
|[[#Hard Target|Hard Target IV]]
|-
|10
|[[#Archetypes|Archetype Feature III]], [[#Bonus Feats|Bonus Feat]], [[#Battle Master|Battle Master IV]], [[#Precision|Precision II]]
|}
|}


== Fighter Core Mechanics ==
== Fighter Core Mechanics ==
=== '''Mass Maneuvers''' ===
The Fighter receives the [[Feats#Mass Maneuvers|Mass Maneuvers]] feat for free.


=== '''Simple Weapon Mastery''' ===
=== Maneuver: Knockdown ===
The Fighter receives the [[Feats#Simple_Weapon_Mastery|Simple Weapon Mastery]] feat for free.
The character receives the Knockdown [[General Mechanics Information#Maneuvers|Maneuver]] for free.
 
=== Discipline ===
The Fighter possesses a reservoir of Discipline, a resource expended to use abilities that enhance their combat performance, such as Action Surge and Second Wind. One point of Discipline is restored for every 4 non-minion foes slain, to a maximum capacity equal to the Fighter's class level plus their Intelligence modifier.
 
=== Action Surge ===
The Fighter consumes 1 Discipline to perform an immediate Attack of Opportunity and gain one extra attack per round, for one round. This cannot be used again until one round has passed.


=== '''Bonus Feats''' ===
=== Second Wind ===
The character gains an array of bonus feats. The following feats are available: Blind Fight, Cleave, Combat Maneuvers (Any), Combat Styles (Any), Deflect Arrows, Evasion, Improved Unarmed Strike.
The Fighter may consume 2 Discipline to restore 50% of their maximum hit points. This cannot be used again until one round has passed.


=== '''Hard Target''' ===
=== Precision ===
A Fighter gains a Damage Immunity Bonus commensurate with their class level, as follows:
Fighters are notorious for their accuracy with weapons, and receive an attack bonus increase at the following levels:


{| class="wikitable"
{| class="wikitable"
|+
! Level !! Benefit
|-
|-
!Class Level
| 5 || +1
!Damage Immunity
|-
|3
| 5%
|-
|5
| 10%
|-
|7
| 15%
|-
|9
| 20%
|-
|-
| 10 || +2
|}
|}


=== '''Battle Master''' ===
=== Hard Target ===
Fighters are supremely proficient in the use of [[#General Mechanics Information|Maneuvers]], and gain the following benefits:
The Fighter possesses a 20% multiplicative damage immunity to all damage.
 
=== Battle Master ===
Fighters are supremely proficient in the use of [[General Mechanics Information#Maneuvers|Maneuvers]], and gain the following benefits at the given levels:


{| class="wikitable"
{| class="wikitable"
! Level !! Benefit
|-
|-
!Class Level
| 3 || By use of this feat, the Fighter may expend 1 Discipline to recover Maneuvers equal to their Intelligence modifier.
!Maneuver Bonus
|-
|-
|2 || +2 Capacity
| 5 || The Fighter may double their Intelligence modifier when calculating their maximum Maneuver capacity.
|-
|-
|4 || +2 DC
| 7 || When using Mass Maneuvers, the Fighter is refunded 1 Maneuver.
|-
|6 || +2 Capacity
|-
|8 || +2 DC
|-
|10 || +1 [[#General Mechanics Information|Maneuver]] Regained on Kill
|-
|-
| 9 || The Fighter's cooldown time upon using Maneuvers is halved.
|}
|}


=== '''Precision''' ===
=== Bonus Feats ===
Fighters are notorious for their accuracy with weapons, and receive the following:
The character gains an array of bonus feats. The following feats are available: Blind Fight, Cleave, Combat [[General Mechanics Information#Maneuvers|Maneuvers]] (Any), Combat Styles (Any), Deflect Arrows, Evasion, Improved Unarmed Strike.


{| class="wikitable"
=== Simple Weapon Mastery ===
|-
Fighters gain the Simple Weapon Mastery feat for free at first level.
!Class Level
!Accuracy Bonus
|-
|5
| +1 AB
|-
|10
| +2 AB
|-
|}


== Archetypes ==
== Archetypes ==


=== '''Vanquisher''' ===
=== Vanquisher ===
'' "This is the end." ''
''"This is the end."''
 
The Vanquisher represents the refinement of a Fighter's discipline into a deadly art.


{| class="wikitable"
{| class="wikitable"
|+
! Class Level !! Feature !! Details
|-
|-
|'''Class Level'''
| 4
|'''Feature'''
| '''Backswing'''
|'''Details'''
|
|-
When you miss an attack, you immediately perform an Attack of Opportunity against the target of the attack. Attacks of Opportunity (AoO) are exempt from this feature.
|4
 
|'''Backswing'''
When you hit a number of consecutive attacks equal to your total attacks per round, excluding AoO or Cleave attacks, you also perform an Attack of Opportunity. This counter resets upon changing weapons, or exiting combat.
| When you miss an attack, gain an extra attack for one round.
|-
|7
|'''Vanquishing'''
| When you use a [[#General Mechanics Information|Maneuver]] that differs from the last you performed, you gain a stack of ''Vanquishing''. Each stack of ''Vanquishing'' confers a damage bonus dependent on your equipped weapon style: Single-Weapon, Shield, or Implement +5, Great-Weapon or Crossbow +3, and Dual Wielding or Bow +2. These stacks last for one minute, with the duration refreshed when a stack is gained. You may have a maximum of four stacks at any one time.
|-
|-
|10
| 7
|'''Flawless Technique'''
| '''Vanquishing'''
| Landing a successful [[#General Mechanics Information|Maneuver]] on an enemy while you have stacks of ''Vanquishing'' will deal 2d6 points of damage per stack.
|
When you perform a [[General Mechanics Information#Maneuvers|Maneuver]], you gain a stack of Vanquishing. Each stack of Vanquishing confers a damage bonus equal to half the highest ability modifier contributing to your weapon damage. These stacks last for one minute, with the duration refreshed when a stack is gained. You may have a maximum of four stacks at any one time.
|-
|-
| 10
| '''Flawless Technique'''
|
Landing a successful [[General Mechanics Information#Maneuvers|Maneuver]] on an enemy while you have stacks of Vanquishing will deal damage equal to half the highest ability modifier contributing to your weapon damage per stack, plus an additional 1d6 per stack.
|}
|}


=== '''Juggernaut''' ===
=== Juggernaut ===
'' "I have no interest in last stands. This shall be one of many." ''
''"I have no interest in last stands. This shall be one of many."''
 
The Juggernaut withstands extreme punishment with aplomb, grinding their way through enemy lines.


{| class="wikitable"
{| class="wikitable"
|+
! Class Level !! Feature !! Details
|-
|-
|'''Class Level'''
| 4
|'''Feature'''
| '''Inertia'''
|'''Details'''
|
Your damage immunity from Hard Target increases to 50%.
 
You also gain the Provoke maneuver, if you do not already possess it.
|-
|-
|4
| 7
|'''Inertia'''
| '''Momentum'''
| Your damage immunity from [#Hard Target|''Hard Target'']] increases by 10%.
|
|-
You now build Momentum from various actions. Each point of Momentum you build grants Absorption equal to 2% of your maximum hitpoints (rounded up) to a damage resistance effect against all damage, creating the effect if you do not already have it. While this effect has any Absorption remaining, its [[General Mechanics Information#Threshold and Absorption|Threshold]] is equal to your Fighter level plus your current Momentum. Expending [[General Mechanics Information#Maneuvers|Maneuvers]] builds 1 point of Momentum per Maneuver. Expending Discipline grants you Momentum equal to 3 plus half your Fighter class level per point spent.
|7
 
|'''Momentum'''
Each point of Momentum fades after 3 rounds, but this does not rescind any contributed Absorption, which remains until it is depleted or you rest.
| When you land a successful [[#General Mechanics Information|Maneuver]] on an opponent, gain temporary hit points equal to 10% of your maximum hit points for two rounds.
|-
|10
|'''Pendulum'''
| You gain a unique [[#General Mechanics Information|Maneuver]], ''Pendulum''. You begin recording the damage you receive for one round. At the end of this round, you gain a Damage Reduction shield with a threshold equal to the largest single instance of damage taken during this period, with an absorption limit of the total damage received. This barrier lasts for one minute, and overwrites any existing instances of itself.
|-
|-
| 10
| '''Pendulum'''
|
Your Hard Target damage immunity increases to 75%. The [[General Mechanics Information#Threshold and Absorption|Threshold]] for your Damage Resistance from Momentum is now doubled.
For every 10 Momentum you produce, you gain a point of Pendulum. If damaged by an enemy within your attack range, you consume a point of Pendulum to perform an Attack of Opportunity against that enemy.
You may hold a maximum capacity of Pendulum equal to your Constitution modifier.
|}
|}


=== '''Marshal''' ===
=== Marshal ===
'' "I shall carve the path to victory. I ask only that you know how to follow." ''
''"I shall carve the path to victory. I ask only that you know how to follow."''
 
Where a Marshal leads, others follow.


{| class="wikitable"
{| class="wikitable"
|+
! Class Level !! Feature !! Details
|-
|-
|'''Class Level'''
| 4
|'''Feature'''
| '''Rally'''
|'''Details'''
|
|-
You gain access to a unique [[General Mechanics Information#Maneuvers|Maneuver]], Rally. This costs 2 Maneuvers, and targets one ally. That ally is cleared of any negative effects, receives a damage bonus equal to your Charisma modifier for one minute, and gains temporary hit points equivalent to the healing value of a Cure Moderate Wounds spell.
|4
 
|'''Hard Corps'''
If at or below 0 hit points, the target is also revived as if by a Raise Dead spell.
| When using a [[#General Mechanics Information|Maneuver]], you grant the effects of your [[#Hard Target|''Hard Target'']] class feature to all allies within 10m of you for 1 + Charisma modifier rounds.
 
|-
Mass: For 4 Maneuvers, Apply these same effects to all allies within 10m of the target.
|7
 
|'''Lead by Example'''
In addition, when you use Second Wind, any overhealing is stored as a reserve of healing, to a maximum of 50% of your maximum hitpoints. This healing is distributed to any damaged targets of your Rally Maneuver, until the creature is at full hitpoints. This prioritises the target closest to the centre of the Rally area, if the Mass variant of Rally is used.
| When you expend a [[#General Mechanics Information|Maneuver]], allies within 10m of you receive the effects of your [[#Precision|Precision class]] feature for a number of rounds equal to 1 + Charisma modifier.
 
Finally, you may add your Charisma modifier to your maximum Discipline score.
|-
|-
|10
| 7
|'''Rally'''
| '''Hard Corps'''
| You gain access to a unique [[#General Mechanics Information|Maneuver]], ''Rally''. This targets one ally. That ally is cleared of any negative effects, receives a damage bonus equal to 1 + Charisma modifier (minimum 1) for one minute, and gains temporary hit points equivalent to the healing value of a [[Spells#Cure Moderate Wounds|''Cure Moderate Wounds'']] spell. When these temporary hitpoints are lost, the damage bonus is also lost. If at or below 0 hit points, the target is also revived as if by a [[Spells#Raise Dead|''Raise Dead'']] spell. Mass: Apply these same effects to all allies within 10m of the target.
|
You grant targets affected by your Rally the effects of your Hard Target and Precision class features.
|-
|-
| 10
| '''Call to Action'''
|
When you use Action Surge, allies within 10m of you also receive the effects. Upon expending 10 [[General Mechanics Information#Maneuvers|Maneuvers]], you gain a free use of Action Surge.
|}
|}

Latest revision as of 03:26, 20 October 2026


Fighters draw Power from the Primal energy within themselves, pushing their minds and bodies to the absolute limit in the midst of combat. Their mastery of maneuver usage and general martial combat effectiveness make them a premiere melee or ranged warrior with a very active playstyle. Fighter Archetypes enhances the basic warrior with unique maneuvers and a focus on reliable damage, tanking, or support roles.

Maximizing Strength or Dexterity is recommended for attacking with weapons and using most Maneuvers like Knockdown. It also provides bonuses to your Fortitude or Reflex save.
Dexterity allows you to maximize Armor Class from light/medium armors and improves your Reflex save.
Constitution increases your survivability in raw hit points and contributing to your Fortitude save.
Intelligence contributes to your maximum Maneuver pool and Reflex save.
Wisdom contributes to your Will save.
Charisma contributes to your Will save and support Maneuvers such as "Commander Strike".

Vitals

Hit Die: d10 (10 HP per Level)
Proficiencies: Armor (All), Shields, Weapons (Simple, Martial)
Skill Points per Level: 6
Primary Saving Throw(s): Fortitude
Level Features
1 Maneuver: Knockdown, Simple Weapon Mastery
2 Bonus Feat
3 Action Surge, Battle Master I, Hard Target, Second Wind
4 Archetype Feature I, Bonus Feat
5 Battle Master II, Precision I
6 Bonus Feat
7 Archetype Feature II, Battle Master III
8 Bonus Feat
9 Battle Master IV
10 Archetype Feature III, Bonus Feat, Precision II

Fighter Core Mechanics

Maneuver: Knockdown

The character receives the Knockdown Maneuver for free.

Discipline

The Fighter possesses a reservoir of Discipline, a resource expended to use abilities that enhance their combat performance, such as Action Surge and Second Wind. One point of Discipline is restored for every 4 non-minion foes slain, to a maximum capacity equal to the Fighter's class level plus their Intelligence modifier.

Action Surge

The Fighter consumes 1 Discipline to perform an immediate Attack of Opportunity and gain one extra attack per round, for one round. This cannot be used again until one round has passed.

Second Wind

The Fighter may consume 2 Discipline to restore 50% of their maximum hit points. This cannot be used again until one round has passed.

Precision

Fighters are notorious for their accuracy with weapons, and receive an attack bonus increase at the following levels:

Level Benefit
5 +1
10 +2

Hard Target

The Fighter possesses a 20% multiplicative damage immunity to all damage.

Battle Master

Fighters are supremely proficient in the use of Maneuvers, and gain the following benefits at the given levels:

Level Benefit
3 By use of this feat, the Fighter may expend 1 Discipline to recover Maneuvers equal to their Intelligence modifier.
5 The Fighter may double their Intelligence modifier when calculating their maximum Maneuver capacity.
7 When using Mass Maneuvers, the Fighter is refunded 1 Maneuver.
9 The Fighter's cooldown time upon using Maneuvers is halved.

Bonus Feats

The character gains an array of bonus feats. The following feats are available: Blind Fight, Cleave, Combat Maneuvers (Any), Combat Styles (Any), Deflect Arrows, Evasion, Improved Unarmed Strike.

Simple Weapon Mastery

Fighters gain the Simple Weapon Mastery feat for free at first level.

Archetypes

Vanquisher

"This is the end."

The Vanquisher represents the refinement of a Fighter's discipline into a deadly art.

Class Level Feature Details
4 Backswing

When you miss an attack, you immediately perform an Attack of Opportunity against the target of the attack. Attacks of Opportunity (AoO) are exempt from this feature.

When you hit a number of consecutive attacks equal to your total attacks per round, excluding AoO or Cleave attacks, you also perform an Attack of Opportunity. This counter resets upon changing weapons, or exiting combat.

7 Vanquishing

When you perform a Maneuver, you gain a stack of Vanquishing. Each stack of Vanquishing confers a damage bonus equal to half the highest ability modifier contributing to your weapon damage. These stacks last for one minute, with the duration refreshed when a stack is gained. You may have a maximum of four stacks at any one time.

10 Flawless Technique

Landing a successful Maneuver on an enemy while you have stacks of Vanquishing will deal damage equal to half the highest ability modifier contributing to your weapon damage per stack, plus an additional 1d6 per stack.

Juggernaut

"I have no interest in last stands. This shall be one of many."

The Juggernaut withstands extreme punishment with aplomb, grinding their way through enemy lines.

Class Level Feature Details
4 Inertia

Your damage immunity from Hard Target increases to 50%.

You also gain the Provoke maneuver, if you do not already possess it.

7 Momentum

You now build Momentum from various actions. Each point of Momentum you build grants Absorption equal to 2% of your maximum hitpoints (rounded up) to a damage resistance effect against all damage, creating the effect if you do not already have it. While this effect has any Absorption remaining, its Threshold is equal to your Fighter level plus your current Momentum. Expending Maneuvers builds 1 point of Momentum per Maneuver. Expending Discipline grants you Momentum equal to 3 plus half your Fighter class level per point spent.

Each point of Momentum fades after 3 rounds, but this does not rescind any contributed Absorption, which remains until it is depleted or you rest.

10 Pendulum

Your Hard Target damage immunity increases to 75%. The Threshold for your Damage Resistance from Momentum is now doubled.

For every 10 Momentum you produce, you gain a point of Pendulum. If damaged by an enemy within your attack range, you consume a point of Pendulum to perform an Attack of Opportunity against that enemy.

You may hold a maximum capacity of Pendulum equal to your Constitution modifier.

Marshal

"I shall carve the path to victory. I ask only that you know how to follow."

Where a Marshal leads, others follow.

Class Level Feature Details
4 Rally

You gain access to a unique Maneuver, Rally. This costs 2 Maneuvers, and targets one ally. That ally is cleared of any negative effects, receives a damage bonus equal to your Charisma modifier for one minute, and gains temporary hit points equivalent to the healing value of a Cure Moderate Wounds spell.

If at or below 0 hit points, the target is also revived as if by a Raise Dead spell.

Mass: For 4 Maneuvers, Apply these same effects to all allies within 10m of the target.

In addition, when you use Second Wind, any overhealing is stored as a reserve of healing, to a maximum of 50% of your maximum hitpoints. This healing is distributed to any damaged targets of your Rally Maneuver, until the creature is at full hitpoints. This prioritises the target closest to the centre of the Rally area, if the Mass variant of Rally is used.

Finally, you may add your Charisma modifier to your maximum Discipline score.

7 Hard Corps

You grant targets affected by your Rally the effects of your Hard Target and Precision class features.

10 Call to Action

When you use Action Surge, allies within 10m of you also receive the effects. Upon expending 10 Maneuvers, you gain a free use of Action Surge.